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Changed Mods ([personal profile] yourkeepers) wrote2013-06-23 01:37 am

Fae Magic

Upon waking, every changeling will have abilities related to the role they served as a slave. All canon powers will be gone, unless they apply to that service, in which case they will be twisted to suit their new role.

For example, Axel from Kingdom Hearts transformed into a candle flame will still have limited access to his fire magic. Superman transformed into a shield, however, will lose his flight, strength, and laser eyes in favour of keeping only his bulletproof skin.
Characters who are taken with little or not supernatural abilities will gain entirely new abilities based on what they've become. The types of abilities will vary depending on that changeling's Seeming. Generally speaking, they will follow these trends:

Possessions: Gain abilities related to their role as an object. Even if a traditionally mundane item, most Possessions will be enchanted somehow to better serve their owner. Their powers may be based on the nature of their form or on their natural enchantments. For example, even for something as mundane as a bed, their enchanted power may be causing others to fall asleep, which may carry over to their Changeling form.

Beasts: Gain powers related to their animal form, usually manifesting beast like strength, endurance, speed, or the manifestation of additional limbs. For example, a spider may still have the ability to make webbing in their Changeling form.

Servants: Gain the most varied assortments of abilities, they depend entirely on their role and the duties they’ve been expected to carry out and the type of fae they’ve been corrupted into. A dancer used for entertainment may have exceptional grace and speed whereas a Servant used as a cook may have a small selection of cooking related charms.


CONTRACTS

As a creature with fae magic in their blood, Changelings share the gentry’s natural affinity for the creation of supernaturally binding pacts. Simply put, they will find themselves able to make deals with others, but ones that come with magical reinforcement, such that either they are promises that are impossible to break or that doing so results in terrible consequences.

For example, Character A has made a magical pact with Character B that they will not speak of a certain piece of information they have discovered. Since this contract is enforced by fae magic, when Character A decides to spill the information, they might find themselves mysteriously unable to speak, or as a consequence may find that after speaking the words that they have become mute.
 
The nature of these pacts are flexible and the nature of a contract will be up to the players and characters involved. When in doubt, contact a mod to ask for assistance.


ONEIROMANCY

The magical art of dream walking, over time and experience, Changelings will find themselves of a special sort of lucid dreaming that enables themselves to move about the dreamscape and into each other’s minds. Skill at this will vary, and at a base level it will be difficult for them to effect much change. However, if a Changeling were to increase in power, they would find themselves capable of weaving together their own dreams and nightmares, and affecting the dreams of others.

The dreamscape is a vast web of dreams, linked together by emotional connections and associations. With experience, one can learn to travel from dream to dream by following these paths. In the context of Changed, characters will only be able to access the dreams of other Changelings.

This concept will be opened up on as it's explored in gameplay. If you'd like your character to explore these dreams, please contact a mod.

WYRD
 
Wyrd, simply put, is the raw magical energy that a changeling, or fae, has access to. From the start, it should be assumed that all player characters will start with a base Wyrd of 1. This simply means that they have the average amount of magical energy, and are about on par with everyone else. Regardless of one's abilities or potential before entering Arcadia, within the setting everyone will be roughly around the same degree of strength in whatever their specialty may be.
 
However, along the way, there will be occasional opportunities for changeling to increase the strength of their Wyrd - but while their powers will become more potent in relation, this gift does not come without risks. Every level above the base Wyrd of 1 will take your character further and further from their mortal mindset.
 
For Example:
Wyrd 1: The standard mindset of the average changeling.
Wyrd 2: Regained mortal memories will become faded, but still present. Interpersonal empathy with other changelings notably reduced.
Wyrd 3: Mortal memories come and go, sometimes only faded, but sometimes with pieces missing all together. Mortal emotions such as sympathy, remorse, and regret will become difficult to experience or parse in others, unless significantly provoked. 
Wyrd 4: A changeling at this level will not recall a life before becoming a fae, and will read to others more as a fae than a mortal. Motivations at this point become almost entirely selfish and inhuman, though appeals from beings that they once valued may have a chance of stirring faded memories. A character at Wyrd 4 will become a partial NPC - while they will mostly be given free reign, their actions will be partially under moderator control.
Wyrd 5: This changeling has forgotten what it is to be mortal. While they might acknowledge that they were once something else, they will consider it a meaningless footnote in their new fae identity. Actions will be dictated entirely by their faeish whims. This character can only be played as a full NPC - either turned over to the moderators, or played with specific instruction.
 
Realistically speaking, of course, the types of fae that become Keepers would have something approximating a Wyrd 10+.

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